Transports unloading
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- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Transports unloading
Would it be possible to make transports able to drop all the units they are carrying at once? if an air transport is carrying multiple units it will land, drop, take off, land drop, take off...
Re: Transports unloading
+1 Dropships/Paratroopers ftw!1v0ry_k1ng wrote:Would it be possible to make transports able to drop all the units they are carrying at once? if an air transport is carrying multiple units it will land, drop, take off, land drop, take off...
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
Well, yesterday evening, I was porting my lastest MUAT to Spring so I could give it to you, they were more bugs and stuff to adapt than I thought, but eventually I made it work all good and well, landing would autoinstaload all around, and the attack button would unload all at once, and as I was busy measuring the height of all XTA models so my dropship could sort units, my computer suddenly shut down. Since then I've been unable to power it on. I'm afraid something got fried...
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
This looks / sounds greatEXit_W0und wrote:No, just something to activate a falling animation so you can activate a parachute or an anti-gravity device.
The fall damage is switched off via the code.

One option for detecting 'falling' would possibly to use setSFXOccupy, might be a nice way to handle it for the scriptor, obviously i have no idea if its at all pleasant to code it that way.

It think that a antigravith device wouldnt be a good idea, since if the units can float from sky to ground using it, people would ask why they cant go vice-versa...EXit_W0und wrote:No, just something to activate a falling animation so you can activate a parachute or an anti-gravity device.
The fall damage is switched off via the code.

Woooohooo paratroopers! PARATROOPERS!!FLOZi wrote:This looks / sounds greatEXit_W0und wrote:No, just something to activate a falling animation so you can activate a parachute or an anti-gravity device.
The fall damage is switched off via the code.![]()
Can't wait to see how it turns out, EXit_W0und, looks awesome so far.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
You can do that by script if. Just check if the distance from ground to base (assuming piece base's origin is at 0 0 0, also assuming base exists) is >0. Also make sure the falling animation can be only activated once due to repelling attacks which may make the unit fly again.EXit_W0und wrote:No, just something to activate a falling animation so you can activate a parachute or an anti-gravity device.
The fall damage is switched off via the code.
I'd use a loop function which is called once in Create() and then disposes of itself once it triggers (by assigning a signal mask to it and then sending that singal to break out).
You can't get rid of the falling damage though, that has to be coded.
Actual If we think about we notice that it couldnt be in a way other than you said, because lack of gravith doesnt make you blast off to sky, but if you are falling and then the lack of gravith aparears suddently, or fall speed isnt increased... I said something stupid...j5mello wrote:and the answer is that the system is powerful enough to slow a falling unit but not strong enough to propel it into the air. There problem solved.

With "you cant get rid of the fall damage" you meant that spring doesnt support a unit falling winhout getting at least 1 damage?
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07